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Why You Can’t Objectively Build Great Games

Game Wisdom

Why You Can’t Objectively Build Great Games Josh Bycer josh@game-wisdom.com I was reading a piece over on Game Developer that gave me pause for a second about whether this is what game design at the AAA level is about now — focusing on analytics and trying to “math” the perfect … The post Why You Can’t Objectively (..)

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

The features offered are also a lot more reminiscent of AAA games, such as far more material options and advanced visual effects (including circle DOF , volumetric fog, AMD FSR, etc.). Creating games this way is, as a result, more challenging. Is solving these problems enough for Godot to become a top AA / AAA game engine?

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How much freedom does a game designer have at a non-indie studio? Are they able to pitch and create their own ideas or are they basically project leads that get assigned games to make/design (ie that time everyone was making a WW2 shooter)?

Ask a Game Dev

I think you have the wrong idea about what game designers do. We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on.

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Under what umbrella does a camera for a 3D game tend to fall? That is, is it more of a game design concern, art direction concern, or engineering?

Ask a Game Dev

It's primarily a feature handled by game design and engineering. The designers figure out how the camera needs to behave for the intended player experience and then the engineers figure out how to translate those behavior rules into code.

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A friend of mine wants to become a game designer without learning any other disciplines in game dev, he seems very sure this is possible but his confidence comes off as “idea guy” to me. I like thinking about design as well and how it could all fit together cohesively but I’m worried he’s setting himself up for failure by not learning another discipline to go along with it. Am I correct in this thought or am I being an jerk?

Ask a Game Dev

If he wants a career in AAA games, he will need specialized expertise. A level designer doesn't need to create the individual assets, but will need a rock-solid understanding of how the placement of objects and division of space can create places that are intuitive for players to navigate. I wish him (and you) the best of luck.

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Looking at job postings it seems like there is a lot of discrepancy in positions, especially in design. One company’s level designer is another’s mission designer is another’s game designer etc. Is it just a difference in naming convention or are there significant differences in what each role entails between studios? If so, how does it work when you want to change jobs and there might not be an exact position that fits your experience? (talking about big AAA teams with high specialization lvls)

Ask a Game Dev

The game industry really lacks a strongly defined central lexicon for terminology. I’ve held many different titles over the course of my career - scripter, technical designer, system designer, combat designer, game designer, gameplay engineer/programmer, client engineer/programmer, and software engineer/programmer.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” Today, with an impressive team of 32 people, they’re working on Eco , a virtual society game built inside a self-contained ecosystem. .” But publishers are not the only avenue.

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